Kislevite Shaman

Kislevite Shaman example character


Quests Completed: 0
Battle Level: 1
Luck: 0
Wounds (W): 1d6 + 6
Move (M): 4
Weapon Skill (WS): 2
Ballistic Skill (BS): 6+
Strength (S): 3
Toughness (T): 3
Initiative (I): 3
Attacks (A): 1

Equipment: Totem Staff
Weapon: Sword (1d6 + 3 Wounds)
Armor: None
Pinning: Breaks from Pinning on a roll of 4+



Special Rules

Spirit Familiars
Each Shaman takes to himself a totem animal, or Spirit- Familiar. The Spirit-Familiar is a guide in the realms of the Khai, and helps the Shaman communicate with his deities.
There a two spirit-familiars to choose from, and each one has its own strengths and weaknesses.
The Raven is commonly associated with death, but is comparatively small and weak. It is agile and has the ability to fly, but cannot sustain much injury. If you choose the Raven as your totem you may add +1 to your Move and +1 to your initiative, but must deduct -2 from your Wounds total.
The Wolf is lean and fast, and is known for its great endurance on long hunts. It is, however, eternally driven by its hunger and needs to feed to sustain itself. If you choose the Wolf as your totem your Warrior may add +1 to his Weapon Skill and an additional 2 Wounds. For every turn that there are no Monsters on the dungeon board, roll 1D6. On a roll of 1 you lose a wound, which may be recovered in the normal way.

You should choose your totem animal carefully as it will affect your Warrior throughout his entire adventuring life.

Blessings are used in exactly the same way as a Wizard’s spells. Instead of Power they require Mana to use. During the game, anything that refers to spells, their effect and the
casting of will affect Blessings in exactly the same way. Some Blessings are marked with a symbol that indicates that they are offensive (Ο). This means they may only be
used in the same way as a Wizard’s Attack spells (during his own part of the Warriors’ Phase).

Mana is the power a Shaman uses to receive and bestow Blessings. The amount of Mana a Shaman possesses depends upon his level and the number of Warriors he is with. A Shaman has a number of Mana that he has built up during meditation and prayer, and this is treated exactly like a Wizard’s store of innate power, it is expended and then regained between dungeons. Rather than using the power dice to determine how much Mana he gains from turn to turn, consult the following chart. Cross reference their Shaman’s level with the number of other Warriors on the same board section. He gets a set amount of Mana according to his Battle-level plus the amount shown on the table below. A Warrior who is on 0 Wounds contributes half the normal points (rounding fractions up, so at battlelevels 1 and 2 a Warrior on zero Wounds is still worth one point of Mana). Obviously a Warrior who starts the Power phase on 0 Wounds is dead and contributes nothing, but
the Shaman’s Mana is not set once the Power phase is finished. If a Warrior is reduced to 0 Wounds the Shaman will lose the corresponding amount from his Mana (i.e. half the amount a Warrior is worth). If he has insufficient Mana he must expend it from his Innate Mana or lose D6 Wounds per excess point lost.

Totem Staff
The power of the totem staff can be used once per adventure allowing the shaman to add 2d6 mana to his total for that turn only.

These Blessings require 4 points of Mana to be invoked.

1 Soul-bind (Ο)
The Shaman links his soul with the spirit of a Monster ’s, so
that the two of them become spiritually linked.
Select a single Monster on the same board section. Every
time the Shaman takes damage roll 1D6. On a roll of 6, the
target Monster also takes D6 Wounds, with no deductions
for anything (Toughness, armour, Ignore Pain, etc.).

2 Robe of Fire
The Shaman calls on Urkov to protect his follower and a
curtain of small flames erupts around him.
This Blessing may be used on any Warrior on the same
board section as the Shaman (including the Shaman
himself). The Robe of Fire adds +2 to the target’s
Toughness, which is still effective against attacks that
normally avoid Toughness and armour.

3 Cleansing Flame
Blue nimbuses of light pass into the body of a wounded
Warrior as the Shaman performs the rites of this Blessing.
The Warrior grimaces in pain as his body seems to be
consumed by fire, but the flames die down and the Warrior
finds his wounds are healed.
This Blessing may be used on any Warrior on the same
board section as the Shaman (including the Shaman
himself). Roll 1D6; on a result of 1 or 2 nothing happens,
on a roll of 3 or more the Warrior has that many Wounds

4 Burning Hand
The Shaman yells his defiance at the Monsters, and
clenches his fist in anger. Purple flames burst from his
wrist and hand and the muscles in his arm swell up.
This Blessing may be used on any Warrior on the same
board section as the Shaman (including the Shaman
himself). The target gains +2 Strength for a whole turn.

5 Blizzard (Ο)
The Shaman gestures at a Monster, and the air around it
begins to swirl with frozen particles, causing it to be
partially blinded.
A single Monster on the same board section loses -1 Attack
in the Monsters’ Phase.

6 Ice Sword
The air starts to encrust on the Shaman’s blade, making it
shimmer and glow with the pale sheen of death.
This is cast on a single weapon on the same board section
as the Shaman (including the Shaman’s weapons). Any
attacks with that weapon cause an extra +1 Wound and the
weapon is treated as magical for that turn.

7 Communion of Hiskai
The Shaman closes his eyes for a moment and his mind ‘s
voice calls out to the power of Hiskai. In reply Hiskai sends
a shimmering wall of force that surrounds the chosen
Select a single Warrior (including the Shaman) and roll
1D6. The result is the number of attacks that the force wall
is in place for. Any Monsters which attack the warrior
while the Blessing is in play are at -1 to hit the Target
Warrior. After D6 attacks have been directed at the target
Warrior, Monster’s may attack the warrior as normal.

8 Blade of Wind
The Shaman speaks aloud a word of power and thrusts his
sword arm into a the billowing cloud that appears above
his head. When he pulls his hand out he is clenching a
sword that appears to made entirely of bluish smoke.
The Shaman gains +1 attack with the Blade of Wind, which
does normal damage and counts as magical.

9 Flaming Brand
The Shaman pulls a small twig from his pack and holds it
aloft. He chants his prayer to Urkov and the end of the stick
bursts into flame, turning it into a blazing torch.
This spell creates a torch that lasts for D6 turns. The torch
may given to any Warrior and passedaround freely. The
torch is treated exactly like the Lantern in all other respects.

10 Inner Fire
The Shaman invokes the power of Urkov to strengthen his
resolve and enhance his body.
This Blessing may be used on any Warrior on the same
board section as the Shaman (including the Shaman
himself). The target gains +1 Strength and +2 Move for a
whole turn

These Blessings require 5 points of Mana to be invoked.

1 Call of Hiskai (Ο)
The Shaman opens his mind to his deity and Hiskai uses
him as a channel through which Hiskai screams her hatred.
Roll 2D6 for every Monster on the same board section as
the Shaman. If you roll an 11 the Monster is scared rigid
and loses D6 attacks in the next Monster’s phase. On a roll
of 12 the Monster turns and flees, remove it from the board
but do not award gold to anyone. This Blessing may only be
invoked on the same turn that Monsters are placed.

2 Bloodchill (Ο)
The Shaman thrusts a boney finger at the Monster and its
blood begins to freeze within its veins.
A single Monster on the same board section as the Shaman
suffers 1D6+2 Wounds with no deductions (toughness,
armour, Ignore Pain, etc.).

3 Flying Shards (Ο)
The air around the Shaman ‘s outstretched fingertips begins
to swirl and coalesce. With a flick of his wrist he sends the
magical icicles scything towards the enemy.
Select a single Monster within 8 squares range. The
Monster suffers 1D6 Wounds, plus an additional wound for
each extra point of Mana you wish to expend. This damage
ignores up to 1 point of armour. In addition the Monster
loses 1 Attack in the next Monster’s phase.

4 Soul Stealer (Ο)
A spiritual hand reaches out from the Shaman and plucks at
the soul of his enemy, trying to drag it from the body.
Select a single Monster on the board. Roll 1D6 for every Battle-level of the Shaman, every roll that comes up as a 6 causes 1D6 wounds to the Monster. Damage from this
Blessing ignores armour and Monsters may not use Dodge,
Ignore Blow or Ignore pain to reduce the number of
Wounds caused.

5 Pillar of Urkov
Upon chanting the words of the incantation, the ground at
the feet of the Shaman begins to tremble violently. A second
later the Shaman is lifted high off the ground by a roaring
column of fire.
This Blessing may be used on any Warrior on the same
board section as the Shaman (including the Shaman
himself). The Warrior is raised off the floor and may only
be attacked by missile weapons and spells. He cannot move
and may not make any hand to hand attacks himself. This
Blessing can be used to climb out of pits, and in similar

6 Storm of Rocks (Ο)
Raw power sets sparks dancing from the Shaman’s skin. He
throws his hands forward at the enemy and the roof of the
Dungeon shakes and cracks. Small rocks cascade down
onto the Monsters.
Pick any single Monster on the same board section as the
Shaman. This Monster takes 1D6 Wounds with no
deductions for armour or Toughness. For each extra point
of Mana over 5 that the Shaman expends, he inflicts an
additional Wound. If he causes more than 10 wounds on the
Monster (after deductions) it loses D6 attacks in the next
Monsters’ phase while it frees itself.

7 Fiery Shield
The Shaman sprinkles a few sacred herbs on the ground
and prays to Urkov When he clenches his fist, a glowing red
shield appears on his arm.
This Blessing may be used on any Warrior on the same
board section as the Shaman (including the Shaman
himself). Any missile or hand to hand attacks against that
Warrior will only cause half damage (after deductions) on a
D6 roll of 4 or more. Lasts a whole turn.

These Blessings require 6 points of Mana to be invoked.

1 Ice Wall
The Shaman spreads his arms wide and chants the three
verses of his prayer. He then gestures towards two separate
points, between which a wall of continually melting and
freezing ice forms.
This spell affects four adjacent squares. Any Monsters
inside the wall will only be able to hit the Warriors on a to
hit roll of 6 in the next Monsters’ Phase, either with hand to
hand or missile attacks.

2 Rage of the Damned
The Shaman opens up his mind to the spirits of those who
have been unjustly slain or killed before their appointed
time. The hatred and anger passes into the Shaman and
possesses him completely
Choose a Warrior on the same board section as the Shaman
(including the Shaman himself). For the next D6 Warriors’
Phases this Warrior is subject to Frenzy (4+) and follows all
of the rules for Frenzy in the Warhammer Quest rulebook.

3 Ghost Tongue
The Shaman stops and speaks with the souls of the dead,
whose existence in the spirit plane allows them to warn him
about future dangers, helping the Warriors avoid the
This Blessing is used when an Event card has just been
taken from the deck. It allows the Warriors to place the
Event card further down in the deck and to encounter the
next one instead. You may look at the Event card before
you decide to use this Blessing.

4 Burning Orb (Ο)
The Shaman’s voice rises to a bellow as he flings his arms
straight out behind him. With a final shout he claps his
hands together and a raging ball of fire erupts from his
Pick any 2×2 squares area on the same board section as the
Shaman. Any Monster (or Warrior) in the affected squares
suffers 1D6 +Shaman’s Battle-level wounds, with no
deductions for armour.

5 Transformation
The Shaman drops to his knees and presses his head to the
ground. Muffled sobs of agony accompany the distortion of
his body.
Totem animal – Raven. The Shaman may now fly. He is
not subject to pinning and may enter any square, though he
may not finish his movement in a square occupied by a
Monster, Warrior or other obstacle. While flying he gains
+1 to his Movement.
Totem animal – Wolf. The Shaman gains +1 Initiative and
+1 attack. He must attack at least once per turn or suffer D6
wounds, with no deductions.
A transformed Shaman may not use any weapons or
magical items, but can invoke other Blessings unless
otherwise stated. The Shaman may sustain his
transformation by expending 3 points of Mana at the start
of each subsequent Warriors’ Phase.

6 Glowing Heart
The Shaman’s pleas are answered and a feeling of courage
and resolve descends upon the assembled Warriors
This Blessing affects every Warrior on the same board
section as the Shaman (including the Shaman himself).
They become immune to Fear and Terror for a whole turn.

7 Wall of Fire
Fire burns out of the Shaman’s eyes, sweeping the room
wherever he looks.
This Blessing affects any 4 adjacent squares on the board.
For the next whole turn Monsters and Warriors (Including
the Shaman) may not draw a Line of Sight through, or
move through those squares, treat them as a solid wall
(cannot cross them on a blocked diagonal, for example).
Even Monsters that fly or otherwise avoid obstructions may
not move through the magical flames.


Kislevite Shaman

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